Amphibious. The dragon can breathe air and water.
Celestial Ancestry. The dragon has resistance to necrotic and radiant damage.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage plus 4 (2d4) radiant damage.
Diamond Breath (Recharge 5–6). The dragon exhales shards of diamond in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 49 (11d8) radiant damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Diamond dragons dwell in brilliantly smooth caves in high peaks. The lair is filled with brilliant cut gems and covered on the inside with naturally grown gems. Birds, moths, and bees infest the lair, which is filled with the the warm scent of roses.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Rocks that the dragon can see within 120 feet of it surge outward at any evil creature that enters its lair or any attackers. Any creature within a 60 foot sphere of the dragons choice must succeed on a DC 15 Dexterity saving throw or be hit by a rock, take 1d10 bludgeoning damage, and knocked prone.
- A flock of moths fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The flock is lightly obscured. Any creature in the flock when it appears must make on a DC 15 Constitution saving throw, taking 6 (2d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 6 (2d6) piercing damage.
- Magical light spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The light spreads around corners. A creature with any sense except tremorsense can’t see through this darkness, and nonmagical darkness can’t deplete it. Neither can magical darkness made by a spell 2nd level or lower
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the rocks surrounding it are twice normal height and jagged rocks (of little value) poke players' feet.
- Water sources within 1 mile of the lair are supernaturally silvery. Enemies of the dragon that drink such water take 6 (2d6) damage from drinking it, whereas allies of the dragon gain 6 (2d6) HP.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, rocks remains as they are, but other effects fade over 1d10 days.







Comments